lygia
/color
/blend
/average
)Photoshop Average blend mode mplementations sourced from this article on https://mouaif.wordpress.com/2009/01/05/photoshop-math-with-glsl-shaders/
Use:
blendAverage(<float|vec3> base, <float|vec3> blend [, <float> opacity])
#ifndef FNC_BLENDAVERAGE
#define FNC_BLENDAVERAGE
float blendAverage(in float base, in float blend) { return (base + blend) * .5; }
vec3 blendAverage(in vec3 base, in vec3 blend) { return (base + blend) * .5; }
vec3 blendAverage(in vec3 base, in vec3 blend, float opacity) { return (blendAverage(base, blend) * opacity + base * (1. - opacity)); }
#endif
Use:
blendAverage(<float|float3> base, <float|float3> blend [, <float> opacity])
#ifndef FNC_BLENDAVERAGE
#define FNC_BLENDAVERAGE
float blendAverage(in float base, in float blend) {
return (base + blend) * .5;
}
float3 blendAverage(in float3 base, in float3 blend) {
return (base + blend) * .5;
}
float3 blendAverage(in float3 base, in float3 blend, float opacity) {
return (blendAverage(base, blend) * opacity + base * (1. - opacity));
}
#endif
Use:
blendAverage(<float|float3> base, <float|float3> blend [, <float> opacity])
#ifndef FNC_BLENDAVERAGE
#define FNC_BLENDAVERAGE
float blendAverage(float base, float blend) { return (base + blend) * .5; }
float3 blendAverage(float3 base, float3 blend) { return (base + blend) * .5; }
float3 blendAverage(float3 base, float3 blend, float opacity) { return (blendAverage(base, blend) * opacity + base * (1. - opacity)); }
#endif
MIT License (MIT) Copyright (c) 2015 Jamie Owen
LYGIA is dual-licensed under the Prosperity License and the Patron License for sponsors and contributors.
Sponsors and contributors are automatically added to the Patron License and they can ignore the any non-commercial rule of the Prosperity Licensed software (please take a look to the exception).
It's also possible to get a permanent comercial license hook to a single and specific version of LYGIA.
Sign up for the news letter bellow, joing the LYGIA's channel on Discord or follow the Github repository